#version 450

layout(binding = 0) uniform UniformBufferObject {
    mat4 proj;
    mat4 view;
    mat4 model;
} ubo;

layout(location = 0) in vec3 inPosition;
layout(location = 0) out vec3 Color;

layout(push_constant) uniform pushContants{
   vec4 offsetpos;
   vec4 color;
}pushcontants;

void main() {
    vec3 offsetpos = vec3(pushcontants.offsetpos.xyz);
    Color= vec3(pushcontants.color.rgb);
    vec4 temPos= ubo.model * vec4(inPosition, 1.0);
    gl_Position = ubo.proj * ubo.view * vec4(temPos.xyz+offsetpos,1.0f);

}
